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source: code/branches/core7/src/orxonox/items/ShipPart.h @ 10769

Last change on this file since 10769 was 10420, checked in by landauf, 10 years ago

use destroyLater() in Pawn and ShipPart. PawnManager and ShipPartManager are not needed anymore.

  • Property svn:eol-style set to native
File size: 4.3 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Noe Pedrazzini
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _ShipPart_H__
30#define _ShipPart_H__
31
32#include "OrxonoxPrereqs.h"
33#include "Item.h"
34#include "items/PartDestructionEvent.h"
35
36#include <string>
37
38
39namespace orxonox // tolua_export
40{ // tolua_export
41    class _OrxonoxExport ShipPart // tolua_export
42        : public Item
43    { // tolua_export
44
45        public:
46            ShipPart(Context* context);
47            virtual ~ShipPart();
48
49            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
50
51            virtual void handleHit(float damage, float healthdamage, float shielddamage, Pawn* originator);
52
53            virtual void death();
54            virtual void explode();
55
56            //virtual void attachTo(Pawn* newParent);
57            //virtual void detach();
58
59            void addEntity(StaticEntity* entity);
60            StaticEntity* getEntity(unsigned int index);
61            bool hasEntity(StaticEntity* entity) const;
62
63            void addDestructionEvent(PartDestructionEvent* event);
64            PartDestructionEvent* getDestructionEvent(unsigned int index);
65
66            virtual void setDamageAbsorption(float value);
67            inline float getDamageAbsorption()
68                { return this->damageAbsorption_; }
69
70            void setParent(ModularSpaceShip* ship);
71            inline ModularSpaceShip* getParent()
72                { return this->parent_; }
73
74            inline void setEventExecution(bool var)
75                { this->eventExecution_ = var; }
76            inline bool isEventExecution()
77                { return this->eventExecution_; }
78
79            virtual void setHealth(float health);
80            inline void addHealth(float health)
81                { this->setHealth(this->health_ + health); }
82            inline void removeHealth(float health)
83                { this->setHealth(this->health_ - health); }
84            inline float getHealth() const
85                { return this->health_; }
86
87            inline void setMaxHealth(float maxhealth)
88                { this->maxHealth_ = maxhealth; this->setHealth(this->health_); }
89            inline float getMaxHealth() const
90                { return this->maxHealth_; }
91
92            inline void setInitialHealth(float initialhealth)
93                { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); }
94            inline float getInitialHealth() const
95                { return this->initialHealth_; }
96
97            inline void setExplosionPosition(Vector3 pos)
98                { this->explosionPosition_ = pos; }
99            inline Vector3 getExplosionPosition()
100                { return this->explosionPosition_; }
101
102
103            // FIXME: (noep) Why doesn't this work? Works fine in Engine.h
104            //void addToSpaceShip(ModularSpaceShip* ship);
105
106        protected:
107            ModularSpaceShip* parent_;
108            unsigned int parentID_;     // Object ID of the SpaceShip the Part is mounted on.
109
110            float damageAbsorption_;
111            float health_;
112            float maxHealth_;
113            float initialHealth_;
114
115        private:
116            std::vector<StaticEntity*> entityList_;         // List of all entities which belong to this part
117            std::vector<PartDestructionEvent*> eventList_;  // The list of all PartDestructionEvent assigned to this ShipPart.
118
119            bool eventExecution_;
120
121            float healthMem_;
122
123            Vector3 explosionPosition_;
124
125
126    }; // tolua_export
127} // tolua_export
128
129#endif /* _ShipPart_H__ */
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